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FRAMEBUFFER_INCOMPLETE_ATTACHMENT Only Happens On Android W/ Firefox

I have some javascript/webgl code that works on every browser I've tried, except for the mobile version of firefox running on Android. The problem has something to do with being "framebuffer complete", but I don't know what specifically is wrong.

Here's the smallest repro I could make. It's supposed to just create a texture and a framebuffer, set some properties, then check that the framebuffer is 'complete':

var canvas = document.createElement('canvas');
var gl = canvas.getContext('webgl');
var GL = WebGLRenderingContext;
if (gl.getExtension('OES_texture_float') === null) {
    alert("No float support.");
}

var texture = gl.createTexture();
var frameBuffer = gl.createFramebuffer();
gl.bindTexture(GL.TEXTURE_2D, texture);
gl.bindFramebuffer(GL.FRAMEBUFFER, frameBuffer);

gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MAG_FILTER, GL.NEAREST);
gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_MIN_FILTER, GL.NEAREST);
gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_S, GL.CLAMP_TO_EDGE);
gl.texParameteri(GL.TEXTURE_2D, GL.TEXTURE_WRAP_T, GL.CLAMP_TO_EDGE);
gl.texImage2D(
    GL.TEXTURE_2D, //target
    0,             //level
    GL.RGBA,       //internalformat
    2,             //width
    2,             //height
    0,             //border
    GL.RGBA,       //format
    GL.FLOAT,      // type [changing to UNSIGNED_BYTE "fixes" the failure...?]
    null           // pixels
);
gl.framebufferTexture2D(
    GL.FRAMEBUFFER,
    GL.COLOR_ATTACHMENT0,
    GL.TEXTURE_2D,
    texture,
    0);

var result = gl.checkFramebufferStatus(GL.FRAMEBUFFER);
if (result === GL.FRAMEBUFFER_COMPLETE) {
    alert("success (FRAMEBUFFER_COMPLETE)");
} else {
    alert("ERROR " + ({
        [0]: "Argument wasn't a frame buffer",
        [GL.INVALID_ENUM]: "INVALID_ENUM",
        [GL.FRAMEBUFFER_INCOMPLETE_ATTACHMENT]: "FRAMEBUFFER_INCOMPLETE_ATTACHMENT",
        [GL.FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT]:
            "FRAMEBUFFER_INCOMPLETE_MISSING_ATTACHMENT",
        [GL.FRAMEBUFFER_INCOMPLETE_DIMENSIONS]: "FRAMEBUFFER_INCOMPLETE_DIMENSIONS",
        [GL.FRAMEBUFFER_UNSUPPORTED]: "FRAMEBUFFER_UNSUPPORTED"
    }[result] || result));
}

In my testing, this code succeeds on Windows+Firefox-44, Windows+Chrome-49, Android+Chrome, and Ubuntu+Firefox. But it fails with FRAMEBUFFER_INCOMPLETE_ATTACHMENT on Android+Firefox.

Also, I've found that it only seems to affect FLOAT textures. If I change the type to UNSIGNED_BYTE, it passes.

Because I'm not familiar with opengl in general, it's likely that I've made some obvious oversight (e.g. not binding a required property) and mobile firefox is the only browser that didn't silently fix my mistake.

Another possibly relevant thing is having to pass GL.FRAMEBUFFER into gl.checkFramebufferStatus, instead of the actual frameBuffer instance. When I pass frameBuffer, the result is just always 0. Normally 0 meastance. When I pass frameBuffer, the result is just always 0. Normally 0 means success, but the mdn docs don't even list 0 as a possible return value for this function; they say the good result is FRAMEBUFFER_COMPLETE.

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Answer

If it's working on the exact same phone in other browsers then I'd file a bug with Mozilla.

In general though, the ability to attach a floating point texture to a framebuffer is not universally supported. In OpenGL ES 2.0 no formats whatsoever are guaranteed to work :(

In WebGL, only 3 formats are guaranteed to work. From the spec:

The following combinations of framebuffer object attachments, when all of the attachments are framebuffer attachment complete, non-zero, and have the same width and height, must result in the framebuffer being framebuffer complete:

  • COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture
  • COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_ATTACHMENT = DEPTH_COMPONENT16 renderbuffer
  • COLOR_ATTACHMENT0 = RGBA/UNSIGNED_BYTE texture + DEPTH_STENCIL_ATTACHMENT = DEPTH_STENCIL renderbuffer

All other combinations of attachments are up to the GPU/driver/browser.

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source: stackoverflow.com
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